// 根据资源ID创建 public IRenerTextureObj CreateRenderTextureObj(int nResID, int nSize) { if (renderTexturePool == null) { return(null); } table.ResourceDataBase resDB = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>((uint)nResID); if (resDB == null) { Engine.Utility.Log.Error("创建模型资源路径配置{0}", nResID); return(null); } RenderTextureObj obj = new RenderTextureObj(++m_uIDSeed); if (!obj.Create(resDB.strPath, nSize, renderTexturePool)) { obj = null; return(null); } obj.SetYOffset(obj.GetID() * 10); return((IRenerTextureObj)obj); }
/// <summary> /// 根据模型路径创建 /// </summary> /// <param name="modelPath"></param> /// <param name="nSize"></param> /// <returns></returns> public IRenerTextureObj CreateRenderTextureObj(string modelPath, int nSize) { if (renderTexturePool == null) { return(null); } string strResName = modelPath; RenderTextureObj obj = new RenderTextureObj(++m_uIDSeed); if (!obj.Create(strResName, nSize, renderTexturePool)) { obj = null; return(null); } obj.SetYOffset(obj.GetID() * 10); return((IRenerTextureObj)obj); }
// 根据外观数据创建预览对象 public IRenerTextureObj CreateRenderTextureObj(List <GameCmd.SuitData> lstSuit, int nJob, int nSex, int nSize, Client.SkillSettingState eState = Client.SkillSettingState.StateOne) { if (renderTexturePool == null) { return(null); } RenderTextureObj obj = new RenderTextureObj(++m_uIDSeed); if (!obj.Create(lstSuit, nJob, nSex, nSize, renderTexturePool, eState)) { obj = null; return(null); } obj.SetYOffset(obj.GetID() * 10); return((IRenerTextureObj)obj); }
// 根据职业和性别创建 public IRenerTextureObj CreateRenderTextureObj(int Job, int nSex, int nSize) { if (renderTexturePool == null) { return(null); } var table_data = table.SelectRoleDataBase.Where((GameCmd.enumProfession)Job, (GameCmd.enmCharSex)nSex); string bodyPath = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>(table_data.bodyPathID).strPath; string strResName = bodyPath; RenderTextureObj obj = new RenderTextureObj(++m_uIDSeed); if (!obj.Create(strResName, nSize, renderTexturePool)) { obj = null; return(null); } obj.SetYOffset(obj.GetID() * 10); return((IRenerTextureObj)obj); }
// 创建玩家的预览对象 public IRenerTextureObj CreateRenderTextureObj(Client.IPlayer player, int nSize) { if (player == null) { return(null); } if (renderTexturePool == null) { return(null); } RenderTextureObj obj = new RenderTextureObj(++m_uIDSeed); if (!obj.Create(player, nSize, renderTexturePool, (Client.SkillSettingState)player.GetProp((int)Client.PlayerProp.SkillStatus))) { obj = null; return(null); } obj.SetYOffset(obj.GetID() * 10); return((IRenerTextureObj)obj); }